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  1. Today
  2. OceanicBot

    Hey all! Got a small TestLive fix for you. This isn't the huge one with over 500 fixes just yet. That is still to come. This is version 100794/18352. Your feedback and reports are appreciated! Upgraded to new version of BattlEye with improved hack detection Refactored placement validation for some building modules for increased multi-building mod compatibility. View the full article
  3. OceanicBot

    Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we address questions regarding renting ships in-game and how insurance timers will work. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  4. Yesterday
  5. Last week
  6. https://www.youtube.com/watch?v=mKPoBhLC6fU A short while ago we announced a special countdown timer that was featured on the front page of our forums counting down to a reveal, and today is that day. We are very excited to announce we are launching a new in-game event: ARKaeology! The event will run beginning today on all platforms until July 15th. As you traverse along the ground on any of the maps (the Island, The Center, Ragnarok, Aberration or Scorched Earth) you will come across fossil mounds which you are able to excavate. Inside the mounds, you'll find a few bones and if you're lucky you'll even find extra loot inside of one (signified by a special particle effect)! After you collect enough bones you’ll be able to craft several skins with the use of a Cooking Pot. There are four brand new skins to collect: Brachiosaurus (Brontosaurus Costume) Stygimoloch (Pachycephalosaurus Costume) Styracosaurus (Triceratops Costume) Dilophosaurus Mask (Hat Skin) There are returning skins, the skeleton bone dino costumes: Rex Bone Costume Carno Bone Costume Raptor Bone Costume Bronto Bone Costume Stego Bone Costume Trike Bone Costume Giganotosaurus Bone Costume Quetzalcoatlus Bone Costume Jerboa Bone Costume Wyvern Bone Costume The ARKaeology event also brings with it a bionic battle beast - the Tek Rex - for survivors to tame, ride and breed! The Tek Rex is, as the name implies, a rare, specially armored wild T-Rex that can achieve a higher level than its standard brethren. Previously isolated to just a cosmetic skin, these wild creatures will be roaming the ARKs (on maps where normal Rexes are present) and are yours for the taming, if you can handle it! ARK'S BIGGEST SALE! ARK and its expansion packs are currently on sale across all platforms at their lowest prices ever! Check out the image and links below for more details! ARK: Survival Evolved ARK: Explorer's Edition ARK: Season Pass ARK: Scorched Earth ARK: Aberration View the full article
  7. OceanicBot

    View the full article
  8. OceanicBot

    Vehicle Pipeline Director John Crewe and Art Director Paul Jones discuss the recently revealed Drake Vulture, the entry-level salvage ship for use in the persistent universe. To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. View the full article
  9. Live Broadcast: Natascha and Jens Erik from the community team will be sitting down for another dev stream this Friday to showcase some cool community content and give some more details about the upcoming Imperial East Pack. Join us on twitch.tv/funcom or mixer.com/funcom at 5pm CEST. View the full article
  10. Natascha and Jens Erik from the community team will be sitting down for another dev stream today to showcase some cool community content and give some more details about the upcoming Imperial East Pack. Join us on twitch.tv/funcom or mixer.com/funcom at 5pm CEST / 11am EST / 8am PST. View the full article
  11. Hello Exiles! We have a pretty juicy patch for you for PC today! This patch will also go live asap for Consoles, barring issues with certification process at Sony and Microsoft. We really want to thank you for your feedback, patience and ongoing support while we address issues and improve the game. Please keep posting bugs, feedback and issues you encounter, especially after patches, here on our forums. We are also working with Gportal for IG server messages to get you a heads-up for servers going down for patches and maintenance. This should hopefully be available sometime next week for official servers and then shortly after also be implemented for private servers. Also a quick note on the infamous “Light Armor Journey” Bug. The fix for this will go to testlive with the over 500 additional changes that is scheduled for next week. We know that you have been waiting for this for a while and we apologize for the delay! HIGHLIGHTS We added several adjustments that should help with Land Harassment Combat Lock on should now priorize enemies over clan members It’s now possible to whitelist players by their SteamID Several Exploits have been addressed Fixed some issues with Thralls not attacking properly Fixed some issues with Thralls falling through the floor. There are several different issues linked to this bug and we keep working on addressing all of them. Fixed an issue with a corpse sometimes not being visible to the player Weapon and Shield display racks should now work as intended We are forcing a feat and attribute to remove any unfair advantages gained from exploits fixed in this patch EXPLOIT FIXES No longer possible to bring all attributes to 50. (Player attributes will be reset to the correct amount of points available for the characters level). Added ability to override decay score for small buildings to help combat landclaim harassment (please see additional information at the end of this post) Fixed a health regen issue which could max your health after taking damage under certain conditions Fixed a bug that would remove the loading screen prematurely while the closest buildings were still loading in. Sorry thieves, you will no longer be able to loot through walls, doors and foundations that haven’t properly loaded. Fixed a bug where the player would get infinite stamina while going up stairs and slopes. Fixed a problem with stack merging logic which could allow for item duplication for certain equipped items. Certain duplicated items will be removed from inventories as part of this fix. UI ADJUSTMENTS Message of the Day is now saved after closing the window. Removed the second Edit Text icon on the Chat Log screen. Fixed the chat visibility settings not working in other languages than English. QUALITY OF LIFE IMPROVEMENTS Fix auto-target to downprioritize clan mates selection when enemies are present Player name tags now show up further away on PC Admins can now explicitly whitelist players by SteamID You can now add and remove servers from your favourite list PVE Conflict servers joined the ranks of properly filtered servers in the browser Adjustments to corpse physics. Split “Show Help When Building” settings into “Show Help When Building” and “Show Contextual Controls”. So admins can choose to have the hud tooltips for controls on building only while disabling for the rest of the game. In game feats which require a DLC will be clearly visualized The Altar of Set should no longer vanish after upgrading. AI Fixed a problem with follower thrall sometimes walking backwards when following Fixed a problem with thrall no longer able to attack after unequipping a weapon Fixed a problem with human NPCs falling under structures if performing a melee attack near a doorway Fixed an issue where thralls wouldn’t follow you after logging out with said thrall in Follow mode. Exile NPCs learned to properly put away their weapons and shields when out of combat. DECAY SYSTEM ADJUSTMENTS Turning DisableBuildingAbandonment on after having it disabled for a while should not demolish buildings built in the past, and can no longer be toggled while the server is running. Your buildings and placeables will now go into the Abandoned state if you recreate your character. Other players can then demolish them freely. GENERAL OPTIMIZATION General Server Performance improvements Various crash fixes. Various server optimizations. GUI memory optimizations. NEW SERVER SETTINGSOverrideDecayMaxBuildingPieces = X, where X is number of pieces (default 6) OverrideDecayTime = N, where N is the number of minutes before building is decayed (default 30) NEW ADMIN COMMANDSWhitelistPlayer <steamid> UnWhitelistPlayer <steamid> NEW RCON COMMANDSwhitelistplayer <steamid> unwhitelistplayer <steamid> GENERAL BUGFIXING Fixed a crash related to static placeables (which should improve stability in coop play) Button icon “Buy Up to Next Perk” should now be visible for all players -not just admins Fixed a problem with servers not displaying if the maximum ping section was cleared Fixed a problem with dodging while locked on to a target whereby you would sometimes dodge on the spot Balance pass on number of zeals obtained from various processes in the altars Fixed player corpse sometimes turning into deformed statues Fixed a problem with corpse sometimes not showing for the owner despite visible to other players Fixed a problem with Purge NPCs not doing damage against buildings on PvE servers Weapon and Shield display racks should now work as intended Items in the Chaosmouth Altar will no longer disappear if you walk away without having all required items placed. Fixed an issue where some placeables would instantly disappear on placement if their base was placed slightly underground, still consuming the item. Fixed a bug where character corpses where sometimes lootable on PvE servers even though they were not supposed to be Even though it took skill, your character will now longer be able to run away while sitting or laying down. The Altar of Set should no longer vanish after upgrading. Fixed an issue where your encumbrance level would be incorrect after using an armor reduction kit. Fixed an issue where the Bearer Pack added wrong value to attributes after relogging. Fixed an issue where the servers wouldn’t properly display after using the maximum ping filter The news tab in the main menu should now redirect to the correct forum Fixed a bug where a character would sometimes get stuck in falling animation after a jump immediately after startup. It is no longer possible to alter server setting fields when they are disabled. Purge meter will no longer reset to zero after a user rejoins the session. Fixed an issue where Exile NPCs could get stuck in doorframes When using a controller, fixed an issue where you were unable to place an item into the radial menu if your highlight went from the recipes to the inventory items directly. Fixed an issue that would make your placeable item be consumed upon placing, without actually being placed. Fixing a crash when summoning avatars. Fixed an issue with following thralls giving a “Too many thralls following you” error after a relog. When inspecting a thrall, the “Equip” button will now correctly equip items from either the players or the thralls backpack on the thrall. Fixed a server crash related to thralls and inventories ADDITIONAL DECAY SYSTEM EXPLANATION FOR ADMINSWe’ve added a couple of new server settings that allow server admins to configure the decay system so that it considers buildings of a certain size to be insignificant and should therefore decay a lot faster than regular buildings. As long as there is no placeable involved. The server settings are: OverrideDecayMaxBuildingPieces , default value 6. This means a building with 6 or less pieces will get its normal decay time overriden by the time specified in the following server setting OverrideDecayTime , default value 3600. The amount of seconds it will take this building to decay into abandoned state, and it will then stay in abandoned state for 10% of this time. What the example of the default values, any building with 6 or less pieces will go into abandoned state after 1 hour. And then completely decay and be destroyed after 10 minutes in abandoned. (Anyone can demolish an Abandoned building by interacting with it) It will not get this overriden decay time if there is a placeable, like a bedroll or a campfire, near the building. And it will instead work like before. This is a quick thing we added to combat the “mine-fields” of pillars/foundations placed around the world to claim land. But we’re looking into better approaches.View the full article
  12. OceanicBot

    Hello Exiles! We’re releasing one last TestLive patch before tomorrow’s patch to live. In addition to the changes in yesterday’s TestLive build, this will fix up a few extra things: The previous fix for the attribute exploit only reset feats. This patch will reset both the feats and attributes. Fixed a crash related to taking items off of thralls. Exploit fix: Fixed a problem with stack merging logic which could allow for item duplication for certain equipped items Assuming all goes well with this TestLive update, we’ll aim to patch Live tomorrow. Thanks everyone! Click here to learn how to connect to TestLive.[forums.funcom.com] View the full article
  13. OceanicBot

    This week we take a look at two more weapons hitting the Persistent Universe in 3.2, get a Star Citizen project update, and finally find out what Drake Interplanetary has been plotting. View the full article
  14. Hello Exiles! We have a pretty juicy patch for you for PC today! We plan to bring down the official PC servers around 5PM CEST/12PM ET. This patch will also go live asap for Consoles, barring issues with certification process at Sony and Microsoft. We really want to thank you for your feedback, patience and ongoing support while we address issues and improve the game. Please keep posting bugs, feedback and issues you encounter, especially after patches, here on our forums. Also a quick note on the infamous “Light Armor Journey” Bug. The fix for this will go to testlive with the over 500 additional changes that is scheduled for next week. We know that you have been waiting for this for a while and we apologize for the delay! HIGHLIGHTS We added several adjustments that should help with Land Harassment Combat Lock on should now priorize enemies over clan members It’s now possible to whitelist players by their SteamID Several Exploits have been addressed Fixed some issues with Thralls not attacking properly Fixed some issues with Thralls falling through the floor. There are several different issues linked to this bug and we keep working on addressing all of them. Fixed an issue with a corpse sometimes not being visible to the player Weapon and Shield display racks should now work as intended EXPLOIT FIXES No longer possible to bring all attributes to 50. (Player attributes will be reset to the correct amount of points available for the characters level). Added ability to override decay score for small buildings to help combat landclaim harassment (please see additional information at the end of this post) Fixed a health regen issue which could max your health after taking damage under certain conditions Fixed a bug that would remove the loading screen prematurely while the closest buildings were still loading in. Sorry thieves, you will no longer be able to loot through walls, doors and foundations that haven’t properly loaded. Fixed a bug where the player would get infinite stamina while going up stairs and slopes. UI ADJUSTMENTS Message of the Day is now saved after closing the window. Removed the second Edit Text icon on the Chat Log screen. Fixed the chat visibility settings not working in other languages than English. QUALITY OF LIFE IMPROVEMENTS Fix auto-target to downprioritize clan mates selection when enemies are present Player name tags now show up further away on PC Admins can now explicitly whitelist players by SteamID You can now add and remove servers from your favourite list PVE Conflict servers joined the ranks of properly filtered servers in the browser Adjustments to corpse physics. Split “Show Help When Building” settings into “Show Help When Building” and “Show Contextual Controls”. So admins can choose to have the hud tooltips for controls on building only while disabling for the rest of the game. ingame feats which require a DLC will be clearly visualized The Altar of Set should no longer vanish after upgrading. AI Fixed a problem with follower thrall sometimes walking backwards when following Fixed a problem with thrall no longer able to attack after unequipping a weapon Fixed a problem with human NPCs falling under structures if performing a melee attack near a doorway Fixed an issue where thralls wouldn’t follow you after logging out with said thrall in Follow mode. Exile NPCs learned to properly put away their weapons and shields when out of combat. DECAY SYSTEM ADJUSTMENTS Turning DisableBuildingAbandonment on after having it disabled for a while should not demolish buildings built in the past, and can no longer be toggled while the server is running. Your buildings and placeables will now go into the Abandoned state if you recreate your character. Other players can then demolish them freely. GENERAL OPTIMIZATION General Server Performance improvements Various crash fixes. Various server optimizations. GUI memory optimizations. NEW SERVER SETTINGSOverrideDecayMaxBuildingPieces = X, where X is number of pieces (default 6) OverrideDecayTime = N, where N is the number of minutes before building is decayed (default 30) NEW ADMIN COMMANDSWhitelistPlayer <steamid> UnWhitelistPlayer <steamid> NEW RCON COMMANDSwhitelistplayer <steamid> unwhitelistplayer <steamid> GENERAL BUGFIXING Fixed a crash related to static placeables (which should improve stability in coop play) Button icon “Buy Up to Next Perk” should now be visible for all players -not just admins Fixed a problem with servers not displaying if the maximum ping section was cleared Fixed a problem with dodging while locked on to a target whereby you would sometimes dodge on the spot Balance pass on number of zeals obtained from various processes in the altars Fixed player corpse sometimes turning into deformed statues Fixed a problem with corpse sometimes not showing for the owner despite visible to other players Fixed a problem with Purge NPCs not doing damage against buildings on PvE servers Weapon and Shield display racks should now work as intended Items in the Chaosmouth Altar will no longer disappear if you walk away without having all required items placed. Fixed an issue where some placeables would instantly disappear on placement if their base was placed slightly underground, still consuming the item. Fixed a bug where character corpses where sometimes lootable on PvE servers even though they were not supposed to be Even though it took skill, your character will now longer be able to run away while sitting or laying down. The Altar of Set should no longer vanish after upgrading. Fixed an issue where your encumbrance level would be incorrect after using an armor reduction kit. Fixed an issue where the Bearer Pack added wrong value to attributes after relogging. Fixed an issue where the servers wouldn’t properly display after using the maximum ping filter The news tab in the main menu should now redirect to the correct forum Fixed a bug where a character would sometimes get stuck in falling animation after a jump immediately after startup. It is no longer possible to alter server setting fields when they are disabled. Purge meter will no longer reset to zero after a user rejoins the session. Fixed an issue where Exile NPCs could get stuck in doorframes When using a controller, fixed an issue where you were unable to place an item into the radial menu if your highlight went from the recipes to the inventory items directly. Fixed an issue that would make your placeable item be consumed upon placing, without actually being placed. Fixing a crash when summoning avatars. Fixed an issue with following thralls giving a “Too many thralls following you” error after a relog. When inspecting a thrall, the “Equip” button will now correctly equip items from either the players or the thralls backpack on the thrall. ADDITIONAL DECAY SYSTEM EXPLANATION FOR ADMINSWe’ve added a couple of new server settings that allow server admins to configure the decay system so that it considers buildings of a certain size to be insignificant and should therefore decay a lot faster than regular buildings. As long as there is no placeable involved. The server settings are: OverrideDecayMaxBuildingPieces , default value 6. This means a building with 6 or less pieces will get its normal decay time overriden by the time specified in the following server setting OverrideDecayTime , default value 3600. The amount of seconds it will take this building to decay into abandoned state, and it will then stay in abandoned state for 10% of this time. What the example of the default values, any building with 6 or less pieces will go into abandoned state after 1 hour. And then completely decay and be destroyed after 10 minutes in abandoned. (Anyone can demolish an Abandoned building by interacting with it) It will not get this overriden decay time if there is a placeable, like a bedroll or a campfire, near the building. And it will instead work like before. This is a quick thing we added to combat the “mine-fields” of pillars/foundations placed around the world to claim land. But we’re looking into better approaches.View the full article
  15. OceanicBot

    This is version: 100548/18277 Also, please take some time to read our post regarding patches and what's coming over the next week: https://steamcommunity.com/games/440900/announcements/detail/1669028546893345200 UI Adjustments Message of the Day is now saved after closing the window. Removed the second Edit Text icon on the Chat Log screen. Fixed the chat visibility settings not working in other languages than English. Decay System Turning DisableBuildingAbandonment on after having it disabled for a while should not demolish buildings built in the past, and can no longer be toggled while the server is running. Your buildings and placeables will now go into the Abandoned state if you recreate your character. Other players can then demolish them freely. QoL Changes Adjustments to corpse physics. Split “Show Help When Building” settings into “Show Help When Building” and “Show Contextual Controls”. So admins can choose to have the hud tooltips for controls on building only while disabling for the rest of the game. General Bugfixing It is no longer possible to alter server setting fields when they are disabled. Purge meter will no longer reset to zero after a user rejoins the session. Fixed an issue where Exile NPCs could get stuck in doorframes GUI memory optimizations. When using a controller, fixed an issue where you were unable to place an item into the radial menu if your highlight went from the recipes to the inventory items directly. Fixed an issue that would make your placeable item be consumed upon placing, without actually being placed. Fixed an issue involving slopes or stairs where you could sprint without any stamina drain. Fixing a crash when summoning avatars. Various other crash fixes. Various server optimizations. Fixed an issue with following thralls giving a “Too many thralls following you” error after a relog. When inspecting a thrall, the “Equip” button will now correctly equip items from either the players or the thralls backpack on the thrall. View the full article
  16. Hello Exiles, We hope everyone had a fantastic week so far. As you might have noticed, we just had an update for PS4 in preparation for the cosmetic DLC which will go live relatively soon for all platforms. PS4 was patched because the new assets need to go through Sony CERT and we have to make sure we don’t have any delays. Some of you were also voicing concerns that we would give the DLC priority over bug fixes and content. We understand that you’re worried and want to give you a quick rundown of what we plan to do over the next week patching wise: About an hour from now we have a Testlive patch going out that includes decay system adjustments which should help bring relief to land-claim harassment. Full Patch Notes will be posted before the servers go down. The many changes and bug fixes that are already on TestLive (see TestLive Patchnotes here[forums.funcom.com]): will go to PC live hopefully late this week or early next week. Consoles will follow shortly after pending certification process. Last but certainly not least: We have another major updated with over 500 small and bigger fixes that will go to TestLive early next week. We’ll of course post proper patch notes for that patch as well and we will also need you to help us with priority testing of certain changes. The faster we can verify those and the faster we get additional feedback from you guys and girls, the faster we can then patch it to Live. We are also working on info sticky posts for the different subcategories to give you a bit more information about suggestions and bugs you made us aware of and their status. Thank you very much for your patience and understanding as we go about improving the gameView the full article
  17. Good morning Internet people, and welcome back the weekly community newsletter! We hope you've missed us and are happy to see us back in newsletter action. We're one month (and then some) out from the full launch of Conan Exiles, but work on the game is not slowing down. There are still bugs to fix, exploits to remove and balancing and optimizations to implement, and since launch we've rolled out several hotfixes to improve various aspects of the game. We know that there still are some stability issues on consoles, that the Purge isn't working as intended and that the decay system needs some updates and fixes. Everything is getting its due diligence. We may not be able to respond to everything we see, but we're keeping track of bug reports and feedback from the community to prioritize tasks among the dev team. Finally, we want to take a quick moment to talk about exploits. We're receiving reports through our Exploit Hunters program[www.conanexiles.com] every day and we're working diligently to reproduce these exploits and fix them as we learn of them. We want to make it absolutely clear that we are not endorsing exploits of any kind, despite what people online might tell you. Using a bugged mechanic to gain an advantage over your opponents or the game in general is not okay in our book. Roadmap updateIn case you missed it, we announced what we have planned for game in the future. Our roadmap[www.conanexiles.com] consists of major updates, minor updates, and paid cosmetic DLC that will add new content, mechanics and gameplay to Conan Exiles. We've announced some new dungeons, a system for taming pets, further updates to the combat system, and an easier way to download and install mods. Finally, we announced the Imperial East Pack, a pack of Khitai inspired weapons, armor, placeables and building pieces. Check out our blog[www.conanexiles.com] for more information. We are also currently working on stabilizing a huge patch containing over 500 changes, adjustments and fixes. These range from smaller worldbuilding fixes, animation updates, hitbox changes and audio updates, to much larger updates like combat balancing, Purge changes and new attacks for bosses. This patch will come to Testlive very soon and then be rolled out to the live game at a later date. What the teams have been working on in the past week(s): Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. To not make this newsletter overly long we're only sticking to the highlights. Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant. VanguardOur intrepid Vanguard are once again at the forefront in our battle against the bugs and exploits, while also optimizing existing systems and supporting any of the other teams as need be. The past week they have, among other things, been working on the decay system to help alleviate the issues with land claim griefing that we've been seeing on official servers. We know how much this affects players and so we want to take whatever necessary steps we can to fix the problem. We've also made some tools to improve workflow for game designers that help them fill out dungeons and camps. It's minor in terms of impact for the players, but it makes life easier for our designers. ToolsFrom the Tools team comes a neat little utility program designed to make it easier for players to run their own dedicated servers in Conan Exiles. We're going to be rolling this out on the forums very soon for you guys to test for yourself, but we thought we'd give you a quick introduction to its purpose and why we made it. Setting up your own server isn't necessarily the easiest thing in the world and so one of our Tools Programmers whipped up a launcher in order to improve the process. The Dedicated Server Launcher lets you easily get over some common hurdles you might run into when trying to set up your own server, and you'll easily be able to set your admin password, change ports, change server region, change the max player count, test port availability on your router, and even switch between Default and Testlive. You don't need to deal with command lines and everything is presented in a clean and visually simplified user interface. Once it's been downloaded all you have to do is run the program, edit the parameters you want, and simply hit a button to start your server. As mentioned this will be made available on our forums (for free) and will at some point become available as part of the game client. TechThe Tech team's main focus these past few weeks have been optimizing the game across all platforms, optimizing server performance, fixing crashes, and implementing other quality of life fixes to create a smoother experience. Over on the PS4 they've been working on fixing the leading source of crashes and the Xbox One version's out of memory crashes are currently being addressed as well. Finally, they recently rolled out an optimization patch to the console server lists. They should now populate quicker, with further improvements coming down the line to improve how we convey information in the server list. Monster Hunters & TerraformersWe're combining the two content teams this week because there's a lot of crossover between them right now. Both the Monster Hunters and Terraformers teams are working on different aspects of the new dungeons, in addition to developing some extra stuff on the side. The Monster Hunters are planning out which monsters are going to go in which dungeons (with some help from the Art team) while the Terraformers are handling the design of the dungeons themselves. Beyond the dungeons the Monster Hunters are making further improvements to creature combat and behavior. That includes improving boss attacks and animations, changing up the turn animations on creatures, and expanding the knockback system. Monster attacks will be able to do smaller and bigger knockbacks depending on the attack, so you don't get knocked on your face all the time. In general, monsters will look better while in combat. Over on the Terraformers side they've been working on implementation for the Imperial East Pack and the Pets system, which we also announced last week. You'll get to see more of both of these in the future. Wrapping upWe had a lot of ground to cover this week and we hope you all enjoyed reading about what's been going on over at the studio lately. Our final bit of news is that we're back to streaming again, on Mixer[mixer.com] and Twitch[www.twitch.tv]. Going forward they're going to be split between the regular dev streams you were used to during Early Access and community streams that showcase cool stuff from the community, from fan-art and screenshots to videos, Twitch clips, mods and game modes. Feel free to send us your stuff on the forums and you may get featured on an upcoming stream! Our next stream will be on Friday, June 15, at 5pm CEST. Tune in and you'll definitely get to see some cool stuff! There's also going to be a 2x exp weekend on the 22nd to the 24th of June! That's it for this week! Sincerely, FuncomView the full article
  18. OceanicBot

    Grim HEX Greetings, traveler! There are many exciting and different places to explore in the universe, and we here at THE OBSERVIST are honored to act as your guides. However, this is no ordinary guide. This is a guide for the traveler who is looking to visit locales that are a little more off the beaten path, a little more wild and unpredictable. This is OBSERVIST DARK, your trusted chronicler of the systems, planets and stations where safety is not guaranteed. Yela Today we travel deep into the heart of the Stanton system, where near a moon of Crusader (Stanton II) drifts a station formerly known as Green Imperial. A Housing Exchange (HEX) built by Everline Structures Incorporated soon after the system’s discovery, it was intended to house the influx of miners coming to work the asteroid belt surrounding Yela (Stanton 2c). Like other HEXs, it was economically built into a hollowed asteroid using the signature honeycombed, prefabricated housing pods, providing a clean and affordable, if not exactly comfortable, living option to the scores of workers arriving everyday. Unfortunately, when the mining opportunities in the belt began to dry up a few decades later, the station began to take a turn for the worse. As the jobs in the area went away, the station began declining, and so did the clientele, slowly transforming Green Imperial from a temporary housing unit into a market for contraband, drugs and petty crime. With no real economic Grim HEX incentive to maintain it, it was too much of an insurance nightmare to try and clean out the unsavory element that had taken root. Stating that it had become a liability, the Housing Exchange officially closed the station in 2938, and the few remaining legitimate residents and stores hastily cleared out. Abandoned, the station quickly fell into decay. Grim HEX That however, is not where the story ends. Squatters, transients and people with nowhere else to go began to take up residence in the abandoned station. A new economy began to emerge as folks brought scavenged and black market items to sell, so it wasn’t long until word spread that there was a place in Stanton away from the watchful eyes of the authorities, where people could go to enjoy themselves or do some more illicit shopping. This influx of visitors has given the station a new life in recent years and along with it has come a new name. During its years of disuse, many of the signs around Green Imperial became damaged, including a prominent central screen that overlooks that main atrium. The display glitched in such a way that it displayed only some of the letters in the station’s name: GR___ IM______ HEX. Someone must have noticed that the accidental title fit well with the station’s current appearance, and the name stuck. Today, pretty much everyone in the know refers to the outpost as Grim HEX, and even all the rest of the signs have been hacked, scratched and spray painted to match. You’ll want to make sure you use the right name when you’re asking for directions. And if you’re looking to meet some colorful people with varied and interesting life experiences, go shopping for products that are hard to find anywhere else in Stanton, and watch a dangerous bareknuckle race, then you’re definitely going to want to learn the coordinates for this out-of-the-way stop. Probably one of the most difficult things about any trip to Grim HEX for most law-abiding people is finding it. Nestled into a nondescript section of Yela’s asteroid ring, the station can be hard to spot until your ship draws close. Don’t worry about finding authorized parking, as it is pretty much a free for all, just grab any spot you can find. The system’s antiquated auto-storage system should take care of the rest. Once you touch down, it’s a good idea to activate your ship’s security protocols. While the local gang who currently controls the area, the Nine Tails, enforces some semblance of a truce among those who frequent Grim HEX, if you dangle yourself out as easy pickings, anything that happens to you is considered fair game. Same goes for personal security. It would not be out of place to carry a firearm while visiting. But all that said, if you keep your wits about you and don’t wander into some of the station’s cordoned off and disused cargo areas alone, you can reasonably expect to have a safe and successful visit. After all, too many of their customers dying is bad for business. Your Home Away From Home From the landing area, you will go through the airlocks to a large lounge area. And while you may see a few strung out patrons hanging out up here, I would recommend heading straight for the elevators so you can go directly to the lower levels where most of the real action is happening. Once you travel down to the main atrium level, you’ll find rooms for rent, various substances to purchase and imbibe, and a rotating selection of sellers looking to unload their goods. Since it’s hard to say who might be selling what by the time you visit, I am going to stick to highlighting a few of the more long-lasting sellers of interest. If you’re on the hunt for a new look or maybe a severe discount on whatever cargo an unfortunate hauler was moving through the area, make your way to the small hallway off to the right of the elevators. There, past the dumpsters, you’ll find a clothing stall called KC TRENDING, a name that’s stuck with the store from back when the station was still legit. A mismatched collection of offensive band shirts, leather coats, and stolen Casaba cast-offs — there are some good finds waiting to be discovered if you’re willing to dig around. Be sure to check clothes for tears and blood stains before making any purchases, and be careful not to trip over REEDY who can often be found sleeping in a small nook in the back. The KC Trending Employee of the Month photo on the wall indicates that he’s been working there a while, but during my brief visit, it wasn’t quite clear if he was running the place or just living there. From there, if you head back into the atrium and up near the large display you’ll find a back area that is home to ARMOR AND WEAPON DEALERS. A shifty guy named SKUTTER was eager to show me the assortment of weapons he had on hand for sale. Beyond the impressive and deadly array on display, there were a few locked crates around that he promised held “some real serious s**t.” If shopping isn’t your thing, there is plenty of entertainment to be found if you know where to look. The original HEX bar is still up and running, serving honest drinks to a less so clientele. Named the OLD ’38 after the first owner’s prized 2838 Origin racer, the place is run by TREVOR ‘GUS’ WHEATLEY, who’s been here since nearly the beginning. He’s weathered the highs and lows of Green Imperial and seems dead set on sticking out this low and keeping the place going. As he often reminds his patrons, “I don’t care who’s buying the drinks, as long as they’re buying.” And while Gus may not be willing to chat with you, there are plenty of others willing to share if you’re buying. For the price of a few bottles of beer, I learned how to tell the good WiDoW from the bad, how to load a P4-AR with one hand, and where in Grim HEX I should go if I wanted a decent grilled cheese. I also bought a drink for an elderly man who apparently runs the local used computer parts kiosk. He didn’t say much, and spilled his beer from the shake in his hand, but a lot of the other patrons were buying him drinks, so I figured I would follow my own frequent advice and ‘do what the locals do.’ I’ll admit that it warmed my heart a bit that even out here in the darker parts of space, you can still find kindness. My last stop, and probably the biggest draw on Grim Hex, was to the RACING PIT. Here (self-proclaimed) numbers whiz LUCA BRUNT runs the book and organizes the races through the ‘clutches’ that drift close to the station. These large stability rings are left over from the Yela mining operation that used them to anchor drifting asteroids while they were being drilled out. Today, they’ve become a makeshift course that offers some real thrills to watch, and for those brave enough, to fly. If you do intend to make a wager while visiting, be aware that the Nine Tails take paying off debts very seriously. Let’s just say that even losing a bet at Grim HEX was a pretty thrilling experience, something that’s really worth traveling to observe for yourself. View the full article
  19. OceanicBot

    Partners play Rust, 5 things you might now know, a turret exploded, and more. View the full article
  20. Maverick

    Hey Stump, Thanks for your donation of 30.00 AUD!! It's greatly appreciated, and we are super pumped to be able to improve the community with your contribution! Regards, Maverick
  21. Earlier
  22. OceanicBot

    Hello everyone, Last week the team published the Monthly Studio Report for May, bringing you insight into what all of our studios have been working on. Check it out if you haven’t yet to get yourself up to speed on new systems, ships and features for 3.2 and beyond. Friday saw the Roadmap updated, where Network Bind Culling and FPS Combat AI moved from the 3.2 column to 3.3, meaning they’ll be added to the game with our Q3 Update. Check our latest Reverse the Verse show, available on YouTube, where Jared and Tyler explain why the decision was made to defer those aspects of 3.2 to 3.3. This week marks the end of the Hercules promotion. There’s almost nothing this family of ships hasn’t faced, and no situation they can’t handle. The Crusader Industries Hercules Starlifter will be available in the pledge store until Wednesday, June 13 at 11:59pm PDT. Also, if you’ve got 3 minutes spare, make sure to head over to Spectrum and fill out the Pledge Store Interest Survey, hosted by Turbulent. It only takes 180 seconds and is your chance to have your voice heard, and help make the store a better, and more comprehensive experience. Thank you in advance! With that, let’s see what’s going on this week: Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted on by YOU. Don’t forget you can submit your questions for consideration each and every week here. On Tuesday, the Lore Team will publish their weekly blog post. If you missed a post in the past, you can read up on all previously released lore posts here. Thursday will see an all-new episode of Around the Verse, with a PU update and the Weapons Special Pt. II – double the fun with a double barrel sniper! Also: Citizens have reported transmission interruptions from Drake Interplanetary with the date 2018.06.14 on them. Perhaps they have something new to share on this week’s installment of Ship Shape?! On Friday, Jared sits down with members of Drake’s design team to discuss the previous day’s reveal. We know how citizens can devour every… scrap… of information when it comes to these new additions to Star Citizen. Keep an eye out in the General section of Spectrum for the question gathering post and then tune in on Twitch.tv/StarCitizen at 9am PDT/4pm UTC for a special Reverse the Verse LIVE. And with that, we’ll see you in the ‘Verse. Ulf Kuerschner Community Manager The Weekly Community Content Schedule MONDAY, JUNE 11TH, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, JUNE 12TH, 2018 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, JUNE 13TH, 2018 - THURSDAY, JUNE 14TH, 2018 Around the Verse – PU Update/Weapons/ShipShape (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, JUNE 15TH, 2018 Reverse the Verse Live (https://www.twitch.tv/starcitizen) Roadmap Update RSI Newsletter Community Spotlight: June 11th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! [Star Citizen Panorama] Razor by Terada Terada takes a Razor for a spin. And another one. And another one. And another one. Enjoy this stunning video and turn up the volume because this Razor LX quartet doesn’t stop at the setting sun. Check out the video on our community hub. Chase (Sabre Raven Cinematic) by NarayanN7 NarayanN7 won an Intel® Optane™900P SSD in one of our screenshot contests last month, redeemed the Sabre Raven code and started rolling. 7 pages of script and 27 hours of filming later, we can marvel at the ambitious project he called “The Chase.” Enjoy the video here View the full article
  23. OceanicBot

    Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we address questions regarding the use of escape pods and get the final answer about “Agent Smithing” in the persistent universe. You can submit your questions for consideration in future episodes of Calling All Devs here. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  24. OceanicBot

    Chat: Beach Blast has begun! You may need to restart Rocket League on your PC or console to see the Event in the Main Menu. Full Event details: https://www.rocketleague.com/news/beach-blast-event-starts-june-11/ View the full article
  25. OceanicBot

    June 2948 Subscriber Flair Subscribers Long-range death just got a cosmetic upgrade. Survey the way ahead and clear it of every conceivable danger with this limited Voyager edition Klaus & Werner Arrowhead sniper rifle. The fiberglass composite body combines portability with sophistication with a checkered metallic finish, and the high-powered scope is detailed with the classic blue and orange of the ICC Stellar Surveyors. The only downside is that the Arrowhead’s vaunted range means your enemies won’t get the chance to lay their eyes on the beautiful finish, as they’ll be too busy taking energy bolts to the face. Imperator Subscribers Imperator-level subscribers will receive the exclusive Pathfinder variant, along with the Voyager finish. If you’re an active subscriber, these items will be added to your account on June 18th. If you wish to get these, please Subscribe no later than June 17th. For more information about subscriptions can be found here! View the full article
  26. OceanicBot

    Vehicle Pipeline Director John Crewe stops by to answer questions from backers about the seven new ships being added to Star Citizen Alpha 3.2. To watch Reverse the Verse LIVE each and every week, tune into http://twitch.tv/starcitizen. View the full article
  27. OceanicBot

    The update is nearly here. It'll be at around 3.30pm EST. Apologies for the delay. The new monument puzzles lie in wait for you, a look at the new swampy bandit town, custom maps are coming, and more. This patch wipes the servers and blueprints. View the full article
  28. OceanicBot

    Monthly Studio Report: May 2018 Welcome to Cloud Imperium Games’ Monthly Studio Report for May, bringing you insight into what all of our studios have been working on. This month, the team made updates to Alpha 3.1, and pushed forward on new systems, ships, and features for Alpha 3.2 and beyond. Work also progressed on various aspects of Squadron 42. With that said, let’s dig into the details. Los Angeles LOS ANGELES VEHICLE FEATURES The Vehicle Features Team’s primary focus this month was working on scanning for the mining feature and making improvements to turrets, both of which will appear in the Alpha 3.2 release. Regarding scanning, the team worked closely with VFX, UI, and other teams to develop the pinging, scanning, and blob work needed for the launch of this feature. The team also completed the implementation of cameras on remote turrets that can be controlled by players, allowing them to focus their turret target on a ship to see its relevant status. VEHICLE PIPELINE The team, consisting of Vehicle Art, Systems Design, and Tech Art, developed vehicles for both Alpha 3.2 and subsequent releases. On the art side, the Anvil Hurricane completed its flight prep pass and has been handed off to the other vehicle disciplines for the 3.2 release. The Art Team has also wrapped up their pass on the Consolidated Outland Mustang Alpha and has begun working on its variants. Work was also done on the greybox set-up for the Consolidated Outland Mustang Alpha, the RSI Constellation Phoenix, and the Anvil F8 Lightning. Meanwhile, the Tech Art Team worked on their final flight prep passes, which included damage and landing gear compression on the Anvil Hurricane and the rest of the 3.2 ships: the Aegis Avenger, Aegis Eclipse, Origin 600i, and Vanduul Blade. Additionally, the team took a Tech Art pass in support of the MISC Prospector for the mining feature. GAMEPLAY FEATURES The Gameplay Features Team is working with the Spectrum and Backend teams to sync to the new Spectrum architecture, which will allow players to view and manage their contacts in the mobiGlas Comms app. The team is placing the chat feature directly into the mobiGlas, so players can communicate using both the visor chat and the mobiGlas Comms app. In addition to this, Group creation, destruction, rules, and interaction are now being implemented and improved as the team works alongside Turbulent. The ability to invite contacts to groups by selecting them in interaction mode is being added, as is identifying contacts by name in your visor. NARRATIVE A wide variety of tasks kept the Narrative Team busy in May. The month kicked off with a release of a Loremaker’s Guide to the Galaxy segment focused on the Oso System. They also recorded episodes for several upcoming systems. They wrote and released three new lore pieces, including part one of the Subscriber exclusive short story Hostile Negotiations. May’s issue of Jump Point focused on the Crusader Hercules Starlifter, game optimization, a Galactapedia entry on whiskey, and more. Two older Jump Point features also received wide release on the site, including the tragic tale of the Lost Squad and part one of the serialized story The Knowledge of Good and Evil. The Squadron 42 Team spent part of the month working with Production to organize work on the remaining narrative tasks and started tackling a handful of set dressing documents. These kickoff documents focus on specific areas of the game and list ideas for props that could be used to sell particular story moments. The team also wrote procedural text for new PU mission types. They drilled down into the specifics of some upcoming locations, which included creating posters to be plastered around Lorville and other locations. They worked with other departments to organize and streamline game documentation essential to inter-office communication, and collaborated with the Community Team on Ciera Brun’s Journal of a Volunteer, which was featured on the Hercules Starlifter sales page. CHARACTERS The Character Art Team showcased their work on the Legacy Armor sets for both the Outlaws and Marines in an episode of Around the Verse (both of which will appear in Alpha 3.2). A considerable amount of effort was put into multiple Squadron 42 characters along with new weapon concepts. The upcoming Mission Givers for PU outfits have made tremendous progress, as have the clothing collections for both Olisar and Hurston. The updated flight suit continues to be developed, and R&D on the pipeline for delivering character heads (including realistic hair for all characters) also received attention. And, as always, bugs were fixed for the Alpha 3.2 release. Austin AUSTIN DESIGN The team put together features and fixes for Alpha 3.2 and pushed ahead on content for future releases. They refined the recipe system to prepare it for future implementation – early iterations will be simple, but will form the basis of a more complex system that allows players to get into the nuts and bolts of what makes items in the ‘verse tick. Quantum Linking progressed nicely. Soon it will be synced with the Group System to allow for various interactions between local players and those in a party. Once done, groups can easily Quantum Jump to a shared destination together. Spline jumps were added, which allow players to travel from one side of a celestial body to another. The team can adjust the parameters to ensure a smooth experience while still allowing for future iterations and tweaks by the Design Team. With the animations of Battaglia and Klim added, focus has shifted to a pair of new mission givers. The team is also building out the Bartender character, with the goal of instilling a level of life and dynamic activity fitting of a real, hard-working mixologist. BACKEND SERVICES Feature creation and bug smashing kept Server Engineering busy in May. With the Persistence Cache being broken up and streamlined, several new features and services were created. Data Cache, Badge Service, GEID Broker, and Character Management Service were previously part of a larger Persistence Cache. They were broken out to allow for higher efficiency and scalability of the Backend Services, ensuring they work within the improved and more efficient Diffusion Service Architecture. The Generic Cache service can now be used by any other service to store data and contain persistence. The Persistence Item Cache grants game items for online players, and will organize and manage the associations of items between each other and provide optimized queries. The team and Turbulent continue to modify the Gateway Service to support the bridge to Spectrum. This work ensures that Spectrum and Services won’t have trouble when Spectrum becomes integrated into the game. Work was also completed on creating a link from CMake generated services into WAF. Now, developers don’t need CMake to use services and can automate the process of building services using WAF for other developers to quickly integrate with their workflow. ANIMATION The PU Animation Team finished their previous set of Mission Givers and NPCs and handed them over to Design for implementation. A new set of Mission Givers is now being worked on, and research was done on the Bartender’s animations to bring as much life to this NPC as possible. They also collaborated with other teams to get the Vanduul fully functional and ready for motion capture. The Ship Animation Team continued adding a modular system for entering and exiting seats and turrets. By breaking up the existing animations into sequences, the character can use any of the enter/exit templates to interact with any cockpit type. For example, there can now be an animation that uses the Aegis Gladius enter animation, but then has the player grab a dual-stick control scheme. Previously, the team was limited to only using the Gladius enter animation for cockpits that used one specific configuration. They can now use thousands of different combinations, granting more flexibility when creating new ships. The Ship Animation Team focused on completing the new ships for the 3.2 release. They created new animations for the Origin 600i and the refactored Aegis Avenger, as well as the Aegis Eclipse, Anvil Hurricane, and the Vanduul Blade. Plus, they’ve been fixing various bugs for the 3.2 release. They’re very excited about the improvements made to the ship pipeline and are looking forward to the opportunities that it provides. ART Work continues with high polygon and flight-prep modeling of the Constellation Phoenix. In the last few weeks, the team focused on the exterior of the ship, getting it fully fleshed out and finishing the damage setup and LODs. They have also been getting the Constellation Emerald setup and modeled. Constellation variants share most of their parts with each other, but to accommodate the Emerald’s paint job, UV revisions of the original Constellation were required. Once the exterior is done, they will return to the interior to finish various parts such as the floor, guest quarters, and master bedrooms (and the all-important hot tub!). The high poly and detail modeling phase is complete on the F8 Lightning, and the team have moved on to getting it flight-prep ready. The internal damage has been completed and work on LODs are next. Then they will concentrate on the last polish and efficiency pass before creating marketing material for the ship reveal. OPERATIONS On the Publishing side, QA wrapped up the last of the 3.1 incremental patches by testing fixes and changes to IFCS. In addition, they tested the new Launcher updates and monitored both PTU and Live to report any new issues to the devs. After the devs wrapped up work on 3.1, QA focused on updating test documentation and processes in preparation for 3.2, continued verifying bug fixes, tested new tool updates, and trained new hires. As the month progressed, more 3.2 features came online for QA testing. These features included Quantum Travel improvements, new ship testing, Item Kiosk shopping, PMA/VMA improvements, and ship & weapon Power Allocation. Leadership worked to better incorporate processes into the new development cycle. This includes dedicating testers to specific feature teams and having them create documentation and test cases. They have also been looking at new software to make testing more efficient as the game grows exponentially. DevOps continued their work on the feature stream process and staging build system. Feature streams are a subset of the main development branches that allow the devs to maintain a tighter focus on specific features without their work interfering with others. DevOps was happy with the rollout, but it hasn’t been easy. The build system has grown so complex that minor updates and adjustments are risky, which is why they’re working closely with the Corp Tech team in Austin on a ‘staging’ build. This new environment will allow engineers to test changes in a safe location rather than apply them directly into the production environment. The DevOps Publishing Team monitored the live service for stability and performance indicators, providing a constant flow of data to the dev teams. They also prepped the Evocoti and PTU servers for the next publishing cycle (which is right around the corner). The team provisioned more server capacity for all regions in anticipation of a very popular feature publish. The Player Relations Team helped wrap up 3.1.4 this month, and have already started early preparations for 3.2 testing with the Evocati. The 3.1 publishes were the first of the quarterly testing cycle. It was a tremendous learning experience that will be used during further cycles. The team was also proud to roll out over 80 articles to the new Knowledge Base – there have already been 25,000 visits in its first month. Players should check it out, as the team continues to add new ‘How To’ articles, patch notes, and live service notifications. As always, Player Relations would like to remind and encourage everyone to use the Issue Council to help triage and rate bugs and functionality. The team uses this data to prioritize future updates. Plus, participation makes you eligible for earlier PTU waves. Wilmslow & Derby WILMSLOW & DERBY ENGINEERING The Actor Teams have been carrying on with the ‘pickup-and-carry’ work, now concentrating on reducing the animations required for the different combinations of item sizes, grip types, and player states. They did a rough calculation of all these combinations and it came out at roughly 1700 animations. However, with the sensible authoring of assets, combining animations in blend spaces, and layering up, the team should be able to get this down to under 100. They’ve also been developing new animation time-warping technology using player knockdowns as their test case. The problem with something like a knockdown is that the time the character spends in the air varies based on the force and environment. Normally, you would play a looping animation, but this can look unnatural. This new method calculates the airtime and stretches a single animation to fill it. Used sparingly, it produces much better results, and the technique can also be used on other features like jumping. The Social AI Team has got a test setup of a ‘usable’ now fully working with the new channels in Subsumption. A ‘use channel’ describes what you can do in a particular ‘usable’ – examples could be eat, drink, mend, and so on. This is a great milestone as the Subsumption setup simplifies how the designers create ‘usables’, whilst at the same time giving them much more flexibility. The Vehicle Team has implemented the ability to under and overpower ship components, and hooked it into the vehicle’s MFD UI. For example, when you underpower your weapons, they fire slower or the projectiles have less energy. Similarly, your shields will be more effective if they have more power. The Tools Team has been working on a new check-in request tool. As they get closer to a release, they lock down what does and what doesn’t go into the build to improve stability and reduce the risk of new bugs appearing. To help, they’ve been developing a new tool that can track all change requests and give a nice interface for the leads to be able to approve or reject changes. With the number of requests going into a build every day, the overhead of managing them was becoming very large. The hope is this new process will reduce the workload on the teams and production, as well as giving better visibility on what is and isn’t approved. SHIP TEAM The ships due for 3.2 have really come along with all the final polish and lighting work that’s gone into them this month. The Vanduul Blade has undergone a rework; mainly around the wings so that it can better accommodate weapons after it was decided the underslung position looked too ‘human’ and needed to be more aligned with the Vanduul aesthetic. It’s also had some extensive work done to the landing gear – previously the ship just rested on the wing tips, but with this change, the wing tips now deploy landing gear to accommodate compression under the weight of the ship. The team has continued to optimize the ship and make sure everything is done so they can switch focus to promo shots and trailers. AUDIO On the Audio Code side, the preload manager system was optimized to work asynchronously, so that the audio thread isn’t blocked when streaming audio assets. ‘Asynchronous caching’ was also addressed, which keeps audio events in memory after the game has finished with them. Thanks to this work, assets don’t need to be reloaded from the disk each time they’re needed, which will improve overall performance. As well as bug fixing, debug info was added to the aforementioned preload manager. The music system was improved with a feature to add a further randomized recombination of tracks. The Audio Propagation and Room systems were extended to enable cheaper pressure lookups and allow for room and object-based reverb. Weapons 2.0 audio tech was worked on further, as were the IFCS 2.0 audio set-up and multithreading optimization. Finally, on the code side, the ATL build process was ported over to WAAPI to enable more incremental audio building, improving iteration times for everyone in the team. In Dialogue, new content was delivered for Alpha 3.2 via an improved dialogue pipeline. Characters now have their vocal output processed in real-time through communication devices, via porting the audio and any local secondary sound and transmitting it much as one would find in the real world. In Sound Design, the Scalpel sniper rifle underwent further work and is ready for final review. The FPS weapon system is ripe for refactoring and some work was done to improve quality and simplify the system. They also delivered sound design for the Gemini F55 LMG, the Klaus & Werner Demeco LMG, and the Associated Science & Development Distortion Repeater. The shopping and mining kiosks were polished to increase responsiveness and synchronization. The mining mechanisms have been worked on extensively and are now ready for further implementation and iteration, with work on the fracture and tractor beams for the mining arm receiving a lot of attention. Hangars had some extra improvement work, and ambiance for the Lorville trash biome was prototyped. On the ships front, the Origin 600i, Aegis Eclipse, Esperia Blade, and the Anvil Hurricane all had sound added for their thrusters, moving parts, and interiors. The conversion to IFCS 2.0 created a big project to bring everything in line with the modifications to that upstream system. Development of the ship-wide audio concept also continued, separating maneuvering and ‘cockpit feedback’ sounds from the thruster burn sounds, and adding more directionality towards rotation sounds. Room tones that react to ship handling and damage states were also added to the Constellation as a proof of concept. The new physics objects system had assets created to put it through its paces, which will give more behavioral fidelity across the game. In Music, the Vanduul and Xi’an themes were pushed forward for Squadron 42. For the Persistent Universe, new music was created for derelict ship exploration (small, medium and large). UI The UI Team primarily focused on feature work for the Item Kiosks, Mining, and QT Linking. The Item Kiosks wireframes were signed off and later implemented into Flash and hooked up on the code side. The team is now finalizing additional branding skins for the terminals alongside bug fixes on the code now that the QA Team have started testing it. The HUD design for mining was finalized and implemented too. The team is also working on a Kiosk terminal that allows players to sell the refined ore gained from mining. Finally, the QT Linking Flash work has been completed in the UK, with the code hookup for this being tackled by engineers in the LA studio. In addition, work progressed on improving the UI Tech, with the relevant TDDs being written and a proof of concept being created for the building blocks system. Finally, the team supported the Art Team by providing a generic utilitarian branding sheet to be used within the upcoming Rest Stops among other areas. ANIMATION Animation tackled the implementation pass for the trained combat set of FPS AI combatants. This included enter and exits from cover as well as combat actions like peeks, reloads, blindfire, and reloads. A previs pass on the untrained combat set was also completed this month. The team took raw motion capture to compare it to the trained set, so combatants would feel distinct and stay true to their character. The team also worked on improving the looting system and added assets to improve the general look and feel of picking up objects, boxes, and items in Squadron 42 and the Persistent Universe. Work also continued on the weapon recoil improvements. As shown in the recent ATV, the team worked with design and code to develop the look and feel of all FPS weapons. The team also made some important strides on the Vanduul animation, creating a behavior set to provide a visual guide on how they will move and operate in Squadron 42. Player locomotion sets have been updated to work with an entity-driven system to ensure that client and server animations are exactly the same. The team also made tweaks to some of the poses to allow for better blending between animations and minimize foot sliding. VFX This month has seen a similar pattern to last, with the team supporting the ongoing Mining and Scanning sprints. The effects for both are coming along at a rapid pace, improving almost daily – as evidenced by the various WIP footage seen in recent weeks. Ship VFX received plenty of attention in May, including the luxurious Origin 600i. Work continued on weapons VFX, with visual improvements to legacy ballistic guns, as well as general fix-ups required since the conversion to weapons 2.0 was completed by the Game Code and Systems Design Teams. Collaboration with the Graphics Team also continued, with spline emitter tech coming along nicely. This continues to open up new ideas, and is likely to prove useful in unexpected areas, such as in Quantum Travel. GRAPHICS The Graphics Team worked on multiple features this month, the main focus being mining, which required the expansion of the ship damage-map system to work on new types of assets. It also required completely new visuals to show the cracking and heating of rocks. This work also allowed the team to diagnose and fix some long-standing bugs that should lead to improved texture details. The multi-resolution gas cloud work is complete, making it possible to combine several gas clouds together at different resolutions and scales. Memory, however, is still the limiting factor, so the team compressed the density fields to just 8 bits per voxel (down from 32 bits). However, the shadowing data is still too large and can’t be compressed as easily. Therefore, research has started on various forms of deep shadow maps that work in 2.5D to try and avoid the memory and performance issues associated with full 3D lighting data. The foundations of the new multilayer shader system are finished and focus has shifted to adding visual features to the shaders. The first being a new clear coat shading model to achieve convincing paint and anodized metals – both important for high-tech materials. The next is a texture mode called height-variance blending which allows for realistic blending of natural materials (e.g. rock/sand/grass). It supports per-pixel-control of the blend and crucially works at any distance with no aliasing, which is obviously critical with the scale of the game. Some other tasks included optimizations to the rendering in the editor, a holographic effect for use within Squadron 42, and improved temporal anti-aliasing stability. ENVIRONMENT ART The Environment Art Team started the final pass of the Common Element Utilitarian Hangars. The most critical aspect of this was the setup of the master material to give the artists a fully functional set of textures to pull from when taking the assets to final quality. Each piece used in the hangars will now go through its final art pass where, amongst other things, it will have its finished UVs, textures, custom normals, LODs, and physics proxies. There are lots of assets to get up to final quality, but when complete, the hangars will be considered finished from an Environment Art perspective. Alongside this, work has been done to get future locations ready for production when the bulk of the Environment Team moves onto them later in the year. Frankfurt FRANKFURT QA The QA Team continued daily maintenance of their numerous checklists as well as Subsumption, Editor, and Page Heap regression. Additionally, they took some time to be trained by the Engine Team to better understand how to interpret a callstack, which will ultimately lead to quicker and more reliable bug assignments. A new quick smoke checklist for the client was setup to provide the Design Team with an overview for specific systems in the Persistent Universe, such as AI turrets and their functionality. With the new checklist in place, when asked for the current state of a system worked on exclusively in the DE office, QA will be able to provide information much faster. QA has also been working closely with the Cinematics Team to provide specifically requested support and set up test levels for easier reproduction and a quicker turnaround. Testing on a potential Test Case Management Software candidate was also started to determine if this new software would allow QA to more efficiently manage and track our test cases and reports. SYSTEM DESIGN The team added mechanics for NPCs to use grenades to flush their opponents out of cover if they remain stationary for too long. Also, more work was done on improving the way the NPCs react to incoming grenades – they now use a navmesh to determine where they can safely escape to. Combat ships now know how to fight as proper gunships and not just fighters. For example, if a ship with numerous turrets engages you, it may fly around while its turrets track you down, as opposed to flying directly at you. Regarding Vanduul combat, a lot of work was done to previz the way they fight. The emphasis was to make them as different from Humans as possible, so players have a completely different experience when fighting the Vanduul. The team is happy with the current results and are approaching full production for the Vanduul enemies. General population NPCs are also being experimented with as the team tests small, almost cinematic vignettes that the player can experience as they walk around major landing zones. Mining is also progressing as it approaches the bug fixing and polishing phase. ENVIRONMENT ART The Environment Art Team continued their push on Hurston, and the second group of ecosystems had their first pass completed. One of the newest ecosystems is the Wasteland Biome, which was first shown during CitizenCon 2017 and will cover a large part of the surface of Hurston. The team took the time to properly update the Wasteland biome to take advantage of the newest planet tech completed this year. The second biome that received proper attention this month was the Strip Mining ecosystem, which too can be found around Hurston. Lorville is also moving forward, with the artists spending their time focusing on the various areas the player will be able to visit, refining the shapes and architecture, adding materials, lights, and assets to further bring these areas to life. TECH ART The Tech Art Team continued to improve the deformation algorithms and asset pipeline of the v2 character customization system. Since the underlying tech for facial/head customization is working as intended now, the focus has shifted towards polishing the corresponding assets (head morph targets, head attachments such as hair and beards, etc.). R&D work on the technical foundations for body customization of both male and female characters has begun. Besides developing suitable deformation methods, the team also needs to determine what range of body shapes they can support without introducing clipping artifacts, and which body types they want to support from an artistic perspective. Time was also spent fixing existing bugs and improving the usability of the internal character editor, Character Tool. For FPS weapons, they supported the Gemini Light Machine Gun, which is now ready for its final review and sign off. They also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improving the Playblast Tool to speed up reviewing, and improving the binder process to map animations from MotionBuilder onto our Maya rig. They also completed Tech Animation work, such as implementing multiple animations into Mannequin for the Cinematics Team, improved the Playblast Tool to speed up the process of creating playblasts for reviewing purposes, and worked on improving the binder process to map animations from MotionBuilder onto our Maya rig. AI The AI Team worked on adjusting the AI components with the new API to allow a safer construction in different threads – it’s a fundamental step towards fully achieving Object Container Streaming. The Actor code has always been very dependent on Lua (it’s not easy to make a thread safe with good performance), so all the AI components are now being moved to either be fully C++ or Dataforge components. They also worked on a few core functionalities for Subsumption. Subsumption Missions can now define Event Callbacks: missions can receive and send Subsumption events and logic can be written to be executed in association with specific events as described by designers. This functionality is part of the overall effort to support designers in creating more modular missions, and enforce correct communication between modules that can preserve thread safety and avoid a ‘spaghetti code-like’ logic. They also extended the functionality of supporting multiple Mission Objectives for each Mission module. They continued work on improving the way ‘usables’ are defined and executed: designers can now create behavior logic associated with the different use channels of each usable type. For example, assuming there is a usable bed that might expose the following use channels: ‘Sleep’, ‘Rest’, ‘WatchTV’, ‘SitOnBed’. When an NPC uses a ‘use channel’, it will effectively use some logic written by the designers in a similar way to Subsumption functions: this allows a more modular definition of the actions allowed when interacting with a usable maintaining the context of the behavior that is currently running. Human combat is progressing with improvements in the grenade handling during combat, so fighters can now react to incoming grenades and try to duck to reduce the damage received by explosions. Vanduul AI progress is also continuing along in the prototype phase. For Ship AI, take-offs and landings have gone through a small refactor to allow AI behaviors to utilize designer placed splines to be more robust and deliver a more cinematic effect. Work was also completed on improving the validation of the navmesh during spawning: this allows designers to easily request spawning of characters in reachable areas where there are multiple navmeshes present. LIGHTING The Lighting and Enviroment teams have been working closely to add new whitebox-level lighting to the Lorville landing zone. The goal is to start blocking in a basic mood and ensure the entire location is lit consistently without areas that are unnaturally bright/dark while maintaining visibility along the critical player path. Alongside this, they’ve been continuing work with the Rest Stop’s modular lighting. They also recently received some updated holo-advertising assets from the Props Team in the UK and started to explore how these can drastically influence the lighting and mood wherever they are placed. As the Hangars common element starts to move into the final art stage, they’ve been experimenting with some variations of lighting for each module, which have similar benefits and drawbacks to the Rest Stops modular system. Each module must be somewhat independently lit so that it looks consistent in every configuration. They also built a new test environment for the Character Team where they can balance skin and armor assets in a completely neutral lighting scene for greater consistency across our wide range of characters. WEAPONS The Weapons Team completed a full polish of the Gemini F55 Light Machine Gun, Klaus & Werner Demeco LMG, and Kastak Arms’ Scalpel sniper rifle in preparation for the 3.2 release. LEVEL DESIGN The PU Level Design team spent a large amount of time working on flagship landing zones, pushing the ways in which they use procedural technology for layouts. They’re currently looking into customizing the various entry points into Lorville, as well as adding content for the immediate areas around the city. Time was spent revisiting Area18 to revamp and fully integrate it into the universe, taking advantage of the new procedural tools in place. CINEMATICS The Cinematics Team worked with the Level Designers on newly created whitebox levels to implement scenes that had not yet been featured in the game. They were brought to an initial implementation stage called PreVis to give visibility on runtime length, coverage of space, as well as the environmental interaction each scene requires. The process is important so that scenes taking place on a traversal path from A to B feel properly paced when level designers lay down paths. It also gives everyone working on a level an early preview of the narrative in that specific level. Since Squadron 42 is a narrative-heavy game, getting that in as early as possible helps ensure everything will work as intended. The Cinematic Animators have been doing R&D on a sophisticated bit of performance capture manipulation called ‘feather blending’. This technique allows drastic changes to performance capture if needed, so animators can decide from which bone to ‘feather in’ the original performance capture on top of. In addition, they can add an additional animation of him holding his pilot helmet in his left hand at his hip and dial in a certain LookAt-range, so he can look at the player. In total, that means combining 3-4 different separate clips of animation at any given time and blending them seamlessly for a convincing result. The team also went back to a level that has a large cinematic and started overhauling the planet setup and vistas to the latest workflow standards. That level also includes Squadron 42’s way of customizing your character, so work was completed on some assets that will be at the core of that process. ENGINE The Engine Team generally work on several areas at the same time and this month was no exception. One long term task that was completed was the refactoring of the Entity Component Scheduler. The system is responsible for managing the ‘update frequency’ of the game logic. As more and more features were added over time, its design degenerated, resulting in a hard to use system. With the refactoring complete, each aspect of the scheduler is now orthogonal to each other, making the code easier to maintain and extend. They also decoupled the ‘IN_RANGE’ and ‘IS_VISIBLE’ events from their component updates, which allows components to receive and react to those events without having their update logic depend on them. More features are planned to be added to the scheduler over time. The team also spent time improving the threading system. For the background job manager, they added a Fiber-based system. As the system was used more and more for Object Container Streaming, they took the time to clean up all out-threading primitives. Now all those are Fiber-aware, allowing them to schedule another job when a background job is blocked and thus a more efficient resource usage. In the same code area, they adjusted the scheduler to not block on submission to improve runtime performance by preventing the main thread stalling when submitting numerous jobs simultaneously. They also gave some focus to Object Container Streaming, making the 3DEngine loading code thread safe, allowing us to load large parts of our game world in the background. They made several improvements to the shader build pipeline and infrastructure code, started work on the vertex animation processing refactor and optimization (moving it to the GPU), and continued work on the telemetry system, amongst numerous other things. ENGINE TOOLS The Engine Tools Team continued working on improving the general game editor stability and usability. New tools were added for designers to improve their workflows, including a new console implementation to easier parse the engine/game logging for warnings and errors, also adding better support for the massive amount of console variables and commands they currently have. Console variables and commands can now be filtered and saved out as favorites and shared between designers. On top of that, a tool called the Window Outliner was added to make it easier for designers to setup, save, and share their favorite toolsets. Another tool, called the Universe Outliner, was added to better scale with the amount of content inside the universe, which replaces the entity outliner from Lumberyard, including additional information for Subsumption. The level layer handling was also replaced by the Layer Outliner, again for scalability and workflow improvement reasons. BUILD ENGINEERING Flexibility was added for the engineers to produce QATR test builds, either by building their code changes against major builds already distributed to the company, or against their own time. This was an engineer request as it gives them more freedom when building changes and handing off for QA verification. A bug in incremental linking was fixed which allowed us to reduce our output PDB file size by almost 50%, taking it down from 2.5GB for debugging StarCitizen.exe to 1.25Gb. They put finishing touches on unifying the DevOps codebases that are used by TryBuild and the main build system, Transformer, so that there can be one umbrella that covers the continuous integration monitoring. This codebase unification also leverages the tech in the Transformer main build system, which has a more straightforward layout in designing both tasks and jobs. VFX The VFX Team worked closely with the Graphics Programmers, Gameplay Programmers, Designers, and Environment Artists on the resource mining feature to create an entire suite of new effects. There’s a primary mining beam which heats up and fractures the rock. There are also effects that play on the surface of the rock to show it being cracked apart. After the rock is destroyed, an explosion effect is parameterized based on how well you did; if you add too much power, you get a much larger explosion than a successful operation. After you break the rock, a secondary extraction mode uses a tractor beam to collect the minerals into your cargo hold. Platform: Turbulent PLATFORM: TURBULENT The team at Turbulent made some massive leaps in development for group services with several Spectrum releases to PTU, and provided platform support for the Community Team. SPECTRUM On May 24th a new release of Spectrum hit the PTU. This very early patch includes a ‘Friends’ implementation, allowing you to send requests and manage your contacts. Using this early rudimentary version, the team discovered functionality bugs and system limitations, and has been refactoring code to optimize the experience. Currently, the Spectrum Team is in sprint 4 of 4, which is all about the notifications system. The notifications system will provide the necessary alerts for receiving and sending friends requests. This is the last missing piece to get the friends system feature complete. Calling all Spectrocati, expect a full release on PTU within the month. RSI PLATFORM On May 25th, a new European Union Law came into effect, protecting the use of personal data. Turbulent made substantial changes on the backend side to create new tools, ensuring that CIG was compliant with the new rules that came into effect. The Backend Team also produced new tools for the roadmap. A new Import Console has been created on the backend so that production leads can now easily import all their Jira tasks without any requirements from the Platform Team. This has made the review and publishing of the Roadmap faster and much more efficient. Turbulent supported the Starlifter launch, designing the page, and publishing the posts from Ciera Brun and Operation Sword of Hope. They really enjoyed working on this project as it included an exciting twist, and reading all of the community stories made it all more rewarding. Turbulent’s Front-End and Design Teams have been working on building a page to host the FanKit. The Fankit is still being built, and will include a series of wallpapers, logos, possible 3D models, and audio. It will be an excellent tool for our community to build their personal fan projects, not to mention give out some exclusive items. KNOWLEDGE BASE The team launched the Knowledge Base on May 10th, and the Player Relations Team has currently built over 82 articles with FAQs, known issues in patch releases, and many other self-help articles. Based on page views since release, the team already knows that the Knowledge Base has had a positive impact on the community, which will continue as the number of articles increases. Last week when RSI Platform unexpectedly experienced server downtime, the Knowledge Base jumped into action to get a post out and inform the community. They also released a new series of Contact Us forms that will help optimize and prioritize requests. Ultimately, this will help Player Relations react faster to urgent matters. GROUP SERVICES Turbulent has been asked to participate in the build of game code for the Groups services, and the Backend Team has been working furiously to build it. The team has been concentrating on an API service to setup group invitations system and the concept of leadership within a group. The two releases of the Groups service were completed last month, which included all the necessary calls for the invitations. The system is being implemented and tested by US gameplay teams. The next iterations of the service release will include a call for group leadership. Community COMMUNITY Taking into account player feedback and constructive input during Evocati and PTU phases, the Community Team supported a successful publish of Alpha 3.1.4 to the Persistent Universe, with improvements to Gravlev, flight controls, and more. The public unveiling of the Crusader Industries Hercules was celebrated with a story contest where more than 500 contenders competed to win an M2 military variant. Make sure to check out all the Hercules stories, available to read on Spectrum, which feature the ship in everything from cargo runs to epic space battles. The team ran several screenshot contests, in concert with an Intel Streamer Promotion, giving away three Intel® Optane™900P SSDs. If you haven’t seen them already, head over to Spectrum now and check out the beautiful entries depicting the themes of space combat, scenic vistas, and lifestyle. Also in May, another contest was held, aimed at helping new pilots jump into the verse by giving an overview of the Star Marine and Arena Commander game modes. In this contest, content creators had the chance to win game packages and leave their mark on the Star Citizen website as the winning entries will be added to the How To Play section. Subscribers received limited edition finishes for their Devastator shotguns this month, continuing a series of weapon finishes exclusive to subscribers and commemorating the Imperial Cartography Center. The Community Team is excited to announce a direct and organized process for creators to invite official CIG representatives to their podcasts, videos, streams, and talk shows, as the Invite a Developer form is now live and integrated into the ticket system. Check out the FAQ to find out more. And don’t forget: on October 10th, the entire CIG team will celebrate current and future developments of Star Citizen and Squadron 42 at the Long Center in Austin, Texas. The first wave of CitizenCon tickets is gone, but stay tuned in the coming months for further details and more chances to get tickets. Conclusion WE’LL SEE YOU NEXT MONTH… View the full article
  29. Live Broadcast: We're firing up the dev streams again after the post-launch hiatus! Natascha and Jens Erik from the community team will be on hand on our Twitch and Mixer channels to discuss some of the things coming to Conan Exiles down the road and the current state of the game. They will also be talking about the ongoing fan fiction/fan art contest and show off some of the cool stuff that's been made by the community after launch. Share your screenshots and builds on https://forums.funcom.com/c/conan-exiles/exiles-fanworks]our forums and you might be featured on the stream! Join us for the shenanigans over on twitch.tv/funcom or mixer.com/funcom on Friday at 5pm CEST / 11am EDT and 8am PDT View the full article
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